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Welch, Lise E.; Shumway, Jessica F.; Clarke-Midura, Jody; Lee, Victor R. – Education Sciences, 2022
Programming activities have the potential to provide a rich context for exploring measurement units in early elementary mathematics. This study examines how a small group of young children (ages 5-6) express their emergent conception of a dynamic linear unit and the measurement concepts they found challenging. Video of an introductory programming…
Descriptors: Coding, Programming, Robotics, Measurement
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Sun, Lihui; Guo, Zhen; Zhou, Danhua – Education and Information Technologies, 2022
In the program-driven information age, programming education is concerned by the global education system, which makes the cultivation of children's programming ability become the focus of attention. However, there is no clear definition of programming ability and teaching model. Through the snowball method, 86 studies from 1980 to 2020 were…
Descriptors: Programming, Computer Science Education, Thinking Skills, Skill Development
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Vinnervik, Peter – International Journal of Technology and Design Education, 2022
The 2017 reform of the Swedish national curriculum requires that all compulsory school mathematics and technology teachers integrate programming into their teaching. The new programming policy poses a particular challenge since a majority of the affected teachers have little or no previous programming experience. This paper reports on a study of…
Descriptors: Foreign Countries, Mathematics Education, Technology Education, Programming
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Ployduangrat, Jaruwan – Journal of Education and Learning, 2022
The purposes of the current study were to develop a management system for the national sports development fund in Thailand and (2) to evaluate the developed fund management system. The participants were 15 experts in system development. They were selected by the purposive sampling method. The participants had more than 10 years of programming and…
Descriptors: Management Systems, Team Sports, Usability, Information Security
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Neo, Tse-Kian; Amphawan, Angela; Hamidani, Khadija – Journal of Educational Multimedia and Hypermedia, 2022
Institutions of higher learning were rapidly made to change from in-person to fully online learning due to the COVID-19 pandemic. This change posed an inherent problem in successfully engaging students in learning in a remote learning environment. Thus, the study aims to enhance students' problem-solving skills through self-directed learning in a…
Descriptors: Independent Study, Educational Environment, COVID-19, Pandemics
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Yong, Su Ting; Tiong, Kung Ming – International Journal of Information and Communication Technology Education, 2022
This study explored students' motivation and difficulties in learning programming in a blended learning environment. The face-to-face classroom instructions were blended with digital learning instructions. The study adopted a convergent parallel design mixed methods research and involved 209 pre-university students. The findings were as follows:…
Descriptors: Blended Learning, Student Motivation, Programming, Computer Science Education
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Hao, Qiang; Smith, David H., IV; Ding, Lu; Ko, Amy; Ottaway, Camille; Wilson, Jack; Arakawa, Kai H.; Turcan, Alistair; Poehlman, Timothy; Greer, Tyler – Computer Science Education, 2022
Background and Context: automated feedback for programming assignments has great potential in promoting just-in-time learning, but there has been little work investigating the design of feedback in this context. Objective: to investigate the impacts of different designs of automated feedback on student learning at a fine-grained level, and how…
Descriptors: Computer Science Education, Feedback (Response), Teaching Methods, Comparative Analysis
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Toukiloglou, Pavlos; Xinogalos, Stelios – Journal of Educational Computing Research, 2022
Serious games are considered an effective method to engage students in programming education and have been increasingly used in classrooms. An important part of the learning process with serious games involves the presentation of the new concepts and the provided support to encounter student difficulties. Although the most common approach is the…
Descriptors: Game Based Learning, Programming, Program Effectiveness, Educational Games
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Hamerski, Paul C.; McPadden, Daryl; Caballero, Marcos D.; Irving, Paul W. – Physical Review Physics Education Research, 2022
High school science classrooms across the United States are answering calls to make computation a part of science learning. The problem is that there is little known about the barriers to learning that computation might bring to a science classroom or about how to help students overcome these challenges. This case study explores these challenges…
Descriptors: High School Students, Student Attitudes, Secondary School Science, Science Instruction
Nathan H. Bean – ProQuest LLC, 2022
Learning to program has long been known to be a difficult task, requiring a student to develop both fluency in the syntax and grammar of a formal programming language and learn the problem-solving approaches and techniques of computational thinking. The successful teaching strategies of the past have involved maintaining small teacher-student…
Descriptors: Algorithms, Coding, Supplementary Education, Programming
Ti'Era D. Worsley – ProQuest LLC, 2022
Youth of color are severely underrepresented in STEM which is can be attributed to low socioeconomic status, lack of representation, varying levels of racism faced within different institutions and systems. Without proper support and representation, youth of color can begin to feel that STEM is not a field they identify with or feel they belong.…
Descriptors: Informal Education, STEM Education, Nontraditional Education, African American Children
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Sharman, Jonathan; Acemyan, Claudia Ziegler; Kortum, Philip; Wallach, Dan – International Journal of Computer Science Education in Schools, 2021
Software security is inevitably dependent on developers' ability to to design and implement software without security bugs. Perhaps unsurprisingly, developers often fail to do this. Our goal is to understand this from a usability perspective, identifying how we might best train developers and equip them with the right software tools. To this end,…
Descriptors: Teaching Methods, Computer Science Education, Undergraduate Students, Computer Software
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Giebl, Saskia; Mena, Stefany; Storm, Benjamin C.; Bjork, Elizabeth Ligon; Bjork, Robert A. – Psychology Learning and Teaching, 2021
Technological advances have given us tools--Google, in particular--that can both augment and free up our cognitive resources. Research has demonstrated, however, that some cognitive costs may arise from our reliance on such external memories. We examined whether pretesting--asking participants to solve a problem before consulting Google for needed…
Descriptors: Internet, Retention (Psychology), Information Needs, Cognitive Processes
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Call, Tristan; Fox, Erik; Sprint, Gina – IEEE Transactions on Education, 2021
Contribution: Research has shown that computer science (CS) students who start programming assignments (PAs) early generally receive higher grades. This article presents and evaluates a gamification approach that utilizes software engineering tools to motivate CS students to start and finish PAs earlier. Background: CS can be difficult to learn…
Descriptors: Game Based Learning, Computer Software, Engineering, Computer Science Education
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Bush, Eliot C.; Adolph, Stephen C.; Donaldson-Matasci, Matina C.; Hur, Jae; Schulz, Danae – Journal of College Science Teaching, 2021
This paper describes an introductory biology course for undergraduates that heavily incorporates quantitative problem solving in activities and homework assignments. The course is broken up into a series of units, each organized around a motivating biological question or theme. Homework assignments address the theme or question, and typically…
Descriptors: Biology, Science Instruction, Teaching Methods, Problem Solving
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